@zango Alright, Black starter Necromancy.
So we meet again
I’ll leave you the option to go for nightmare and will try out something funky: neutral starter + Peace and Law.
I think you will find we have not yet fought this tournament!
But you know, today I will play Crashbarrow.dek
Yes, Blood and Truth for me.
Would be kind of weird if we had already met in this round robin. It was more on a general note. Also I kind of fondly remember one of my very first tournament matches in '21, where I played against you with a pirate gunship up and running and still you were able to win this game. I also made a terrible rookie mistake back then, as I thought I had destroyed your base (because I forgot about ready or not meaning that my units don’t ready) and directly looked at some of your hidden info. This still haunts me and hence my games against you are always kind of special for me.
And with you stealing truth, I’ll have to take River in order to circumvent the multicolor penalty…
XCAFS24 round 5 P1T1
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Spark
Older Brother (2/2)
Tenderfoot (1/2)
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
WORKERS
Fruit Ninja (2/2)
NextHand
Helpful Turtle (1/2)
Brick Thief (2/1)
Wither
Timely Messenger (1/1)
Bloom
Discard
Spark
Older Brother (2/2)
Granfalloon Flagbearer (2/2)
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
tenderfoot - ($2)
Oni - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout:
In Play:
- Oni (2/3, lvl1)
Buildings:
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
LOL, I’ve been thinking about taking River directly, but then decided on going for either Truth or Finesse, whichever he left me, so here it is, my almost tier 1 deck
Here I am learning that I feature in many players origins stories on this forum.
Oh well, worse legacies and all that. I love codex.
I think I remember that game very vaguely actually…
Turn 1
Hand: Summon Skeletons, Sacrifice the Weak, Skeletal Archery, Poisonblade Rogue, Deteriorate
Workers: Summon Skeletons
Techs
- Get paid (+$5, $5)
- Hire a worker ($4)
- Summon Poisonblade Rogue ($2)
- Discard 3, draw 5
- Patrol:
Squad Leader: Poisonblade Rogue (2/1+A)
Elite:
Scavenger:
Technician:
Lookout:
- Buildings:
- Units/Heroes:
- Base: 20
- Other:
Economy:
- Workers: 6
- Gold: 2
- Hand: 5
- Deck: 0
- Discard: 3
Hand
Skeleton Javelineer, Graveyard, Thieving Imp, Pestering Haunt, Jandra, the Negator
Discard
Deteriorate, Skeletal Archery, Deteriorate
Think
Wow, really awkward first hand! But I guess that’s the black special. Well whatever, I’m not too concerned. We’ll save money and hit the hand size with imp. Can’t stop me from building tech 1!
Black really is lacking proper units, so go and hit me with that imp of yours…
XCAFS24 round 5 P1T2
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)
STARTING HAND
Wither
Timely Messenger (1/1)
Helpful Turtle (1/2)
Brick Thief (2/1)
Bloom
WORKERS
Fruit Ninja (2/2)
Wither
NextHand
Older Brother (2/2)
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Spark
Timely Messenger (1/1)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Oni kills SL
tech 1 - ($3)
tenderfoot hits your base
turtle - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Helpful Turtle (1/2)
Lookout:
In Play:
- Oni (2/1, lvl1)
- Tenderfoot (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
Thoughts
I just love that black has only shitty defenders, except for Jaina which has its own problems
I mean… yeah.
Turn 2
Hand: Skeleton Javelineer, Graveyard, Thieving Imp, Pestering Haunt, Jandra, the Negator
Workers: Summon Skeletons, Jandra, the Negator
Techs
Turn 2: Crash Bomber, Hooded Executioner
- Tech 2 cards
- Get paid (+$6, $8)
- Hire a worker ($7)
- Build Tech 1 ($5)
- Summon Thieving Imp, you discard ($2)
- Skeleton Javelineer ($1)
- Discard 2, reshuffle, draw 4
- Patrol:
Squad Leader: Thieving Imp (2/2+A)
Elite:
Scavenger:
Technician: Skeleton Javelineer (1/1)
Lookout:
- Buildings:
Tech 1: 5 - Units/Heroes:
- Base: 19
- Other:
Economy:
- Workers: 7
- Gold: 1
- Hand: 4
- Deck: 4
- Discard: 0
Hand
Pestering Haunt, Graveyard, Skeletal Archery, Hooded Executioner
Discard
Think
It is possible for them to break my tech 1 with double fencer here, but there’s not a lot I can do about that. I could play a hero, but I’m not keen on giving out levels right now. And my heroees can do nice stuff if I’m forced to use them.
Of course if my tech 1 survives, we will instantly tech up and get the crashbarrows online.
Edit: added for spectators which card I had to discard
XCAFS24 round 5 P1T3
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Justice Juggernaut (4/6)
Justice Juggernaut (4/6)
STARTING HAND
Nimble Fencer (2/3)
Spark → discard
Older Brother (2/2)
Nimble Fencer (2/3)
Timely Messenger (1/1)
WORKERS
Fruit Ninja (2/2)
Wither
Older Brother (2/2)
NextHand
Spark
Brick Thief (2/1)
Justice Juggernaut (4/6)
Granfalloon Flagbearer (2/2)
Bloom
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
midband Oni kills SL - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader: Oni (3/2, lvl5)
Elite:
Scavenger: Helpful Turtle (1/2)
Technician:
Lookout: Tenderfoot (1/2)
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 2
- Workers: 7
Thoughts
yay, double tech 1 draw in turn 3. boooh as expected no good option to play even a Singleton
Bro stop staring at this thread while I’m posting, makes me nervous
Turn 3
Hand: Pestering Haunt, Graveyard, Skeletal Archery, Hooded Executioner
Workers: Summon Skeletons, Jandra, the Negator, Skeletal Archery
Techs
Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Shoddy Glider, Crash Bomber
- Tech 2 cards
- Get paid (+$7, $8)
- Hire a worker ($7)
- Build Tech 2 Blood ($3)
- Summon Hooded Executioner ($1)
- Discard 2, draw 4
- Patrol:
Squad Leader: Hooded Executioner (3/3+A)
Elite:
Scavenger:
Technician: Skeleton Javelineer (1/1)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5 - Units/Heroes:
- Base: 19
- Other:
Economy:
- Workers: 8
- Gold: 1
- Hand: 4
- Deck: 0
- Discard: 5
Hand
Crash Bomber, Deteriorate, Poisonblade Rogue, Sacrifice the Weak
Discard
Crash Bomber, Shoddy Glider, Thieving Imp, Graveyard, Pestering Haunt
Think
Hmm, no fencer? No tech 1 at all? Maybe they really drew poorly, but the odds on that are pretty low. Presumably just trying to regain hand size then. Oh well, it’s still possible to break my tech 2 but way harder, and I have Garth to pull whatever I want if the moment is right.
sorry that was not my intention
XCAFS24 round 5 P1T4
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Insurance Agent (2/2)
Boot Camp
STARTING HAND
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Bloom
Justice Juggernaut (4/6)
Spark
WORKERS
Fruit Ninja (2/2)
Wither
Older Brother (2/2)
Spark
NextHand
Justice Juggernaut (4/6)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Brick Thief (2/1)
Nimble Fencer (2/3)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
maxband Oni, soldiers arrive - ($5)
tech 2 - ($1)
Oni kills SL
tenderfoot kills Jav, you draw
turtle pings tech 2
Float ($1)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: soldier #1 (1/1)
Technician: soldier #2 (1/1)
Lookout: soldier #3 (1/1)
In Play:
- Oni (4/2, lvl8)
- Tenderfoot (1/1)
- Helpful Turtle (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
Thoughts
who needs to play cards from hand if you have such nice heros to invest your gold in
Turn 4
Hand: Crash Bomber, Deteriorate, Poisonblade Rogue, Sacrifice the Weak
Workers: Summon Skeletons, Jandra, the Negator, Skeletal Archery, Poisonblade Rogue
Techs
Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Shoddy Glider, Crash Bomber
Turn 4: Captured Bugblatter, Crashbarrow
- Reshuffle, Technician draw
- Tech 2 cards
- Get paid (+$8, $9)
- Hire a worker ($8)
- Summon Garth Torken ($6)
- Cast Sacrifice the Weak, killing Turtle ($4)
- Summon Crash Bomber ($3)
- Summon Skeleton ($2)
- Cast Deteriorate on Tenderfoot ($1)
- Discard 1, draw 3
- Patrol:
Squad Leader: Crash Bomber (2/2+A)
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 4 - Units/Heroes:
Garth Torken (1/3) - Base: 19
- Other:
Economy:
- Workers: 9
- Gold: 1
- Hand: 3
- Deck: 3
- Discard: 5
Hand
Shoddy Glider, Graveyard, Hooded Executioner
Discard
Captured Bugblatter, Crashbarrow, Deteriorate, Sacrifice the Weak, Pestering Haunt
Think
Yes, Oni maxband is expected. Makes pulling a crashbarrow kind of silly. But I can wipe his useful backline stuff and leave him with some bad attacks. I’m still kind of expecting fencers, but at least choosing between garth and tech 2 is a painful choice usually.
Law is a curious choice. I’m not sure what I’m expecting to see. Maybe justice juggernaut? Most likely insurance agents. Guardian of the gates could be annoying I guess, but it’s not as bad as voidblocker and I usually don’t expect my stuff to survive anyway. More likely is just blocking to tech 3 and trying to take advantage of my lack of flying/anti-air.
Let’s bring some justice on the table
XCAFS24 round 5 P1T5
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Insurance Agent (2/2)
Injunction
STARTING HAND
Nimble Fencer (2/3)
Timely Messenger (1/1)
Nimble Fencer (2/3)
Justice Juggernaut (4/6)
Brick Thief (2/1)
WORKERS
Fruit Ninja (2/2)
Wither
Older Brother (2/2)
Spark
Timely Messenger (1/1)
NextHand
Boot Camp
Justice Juggernaut (4/6)
Bloom
Granfalloon Flagbearer (2/2)
Discard
Tenderfoot (1/1)
Helpful Turtle (1/2)
Brick Thief (2/1)
Nimble Fencer (2/3)
Insurance Agent (2/2)
Injunction
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
juggernaut - ($2)
a soldier suicides into SL
fencer kills SL, my base to 19 - ($0)
another soldier trades skel
Oni breaks tech 2
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: soldier #2 (1/1)
Lookout:
In Play:
- Oni (4/2, lvl8)
- Nimble Fencer (2/1)
- Justice Juggernaut (4/6)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
Thoughts
this should be it. I don’t see how he can get to a tech 2 turn in the foreseeable future, but let’s be a bit more patient, his codex holds some nice answers to almost everything
Turn 5
Hand: Shoddy Glider, Graveyard, Hooded Executioner, Thieving Imp
Workers: Summon Skeletons, Jandra, the Negator, Skeletal Archery, Poisonblade Rogue
Techs
Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Shoddy Glider, Crash Bomber
Turn 4: Captured Bugblatter, Crashbarrow
Turn 5: Kidnapping, Hooded Executioner
- Technician draw
- Tech 2 cards
- Get paid (+$9, $10)
- Rebuild Tech 2 ($10)
- Summon Thieving Imp, you discard ($7)
- Summon Hooded Executioner ($5)
- Summon Skeleton ($4)
- Build Graveyard ($2)
- Build Heroes’ Hall ($0)
- Garth kills Soldier, you draw
- Discard 1, draw 2, reshuffle, draw 1
- Patrol:
Squad Leader: Thieving Imp (2/2+A)
Elite: Skeleton (2/1)
Scavenger:
Technician: Hooded Executioner (3/3)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
Graveyard: 3 - Units/Heroes:
Garth Torken (1/2) - Base: 17
- Other:
Economy:
- Workers: 9
- Gold: 0
- Hand: 3
- Deck: 8
- Discard: 0
Hand
Crash Bomber, Skeleton Javelineer, Deteriorate
Discard
Think
Wow, I actually didn’t expect the juggernaut. Time to go kidnapping!
Heroes’ Hall of course because I will need multi-heroes to really make this strat work. For now, we block.
looks like you’re planning to not having to use your hand at all in order to spend your gold from now on… But let’s put some more pressure on the table.
XCAFS24 round 5 P1T6
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Injunction
Scribe (1/3)
STARTING HAND
Bloom
Granfalloon Flagbearer (2/2)
Boot Camp
Justice Juggernaut (4/6)
Insurance Agent (2/2)
Brick Thief (2/1)
Injunction
WORKERS
Fruit Ninja (2/2)
Wither
Older Brother (2/2)
Spark
Timely Messenger (1/1)
Brick Thief (2/1)
NextHand
Helpful Turtle (1/2)
Insurance Agent (2/2)
Scribe (1/3)
Discard
Boot Camp
Nimble Fencer (2/1)
Bloom
Injunction
Tech 2 card(s)
discard #4, then draw
Get Paid - ($9)
second juggernaut - ($3)
boot camp fresh juggernaut, rs 9, draw 1, boot camp to discard - ($2)
Agent, insures my fencer - ($1)
Fencer suicides in your SL, draw 1 - ($3)
bloom old juggernaut - ($1)
old juggernaut breaks your tech 2
worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader: Insurance Agent (2/2)
Elite:
Scavenger:
Technician: Oni (4/2, lvl8)
Lookout:
In Play:
- Justice Juggernaut (5/7)+
- Justice Juggernaut (5/7)+
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Law)
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
Thoughts
very lucky discard, then a bit unfortunate draws, but I won’t complain with this now awesome situation I’m in…
after already having drawn my first card I realized that I would have preferred another sequence: insuring imp, juggernaut killing imp, boot camping Executioner, fencer trading skel and oni breaking tech 2 and playing a new bloomed juggernaut. But well, too late!
That’s too much justice.
Turn 6
Hand: Crash Bomber, Skeleton Javelineer, Deteriorate
Workers: Summon Skeletons, Jandra, the Negator, Skeletal Archery, Poisonblade Rogue
Techs
Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Shoddy Glider, Crash Bomber
Turn 4: Captured Bugblatter, Crashbarrow
Turn 5: Kidnapping, Hooded Executioner
Turn 6: Bloodlust, Pirate-Gang Commander
- Tech 2 cards
- Get paid (+$9, $9)
- Rebuild Tech 2 ($9)
- Summon Drakk Ramhorn ($7)
- Maxband Drakk ($2)
- Summon Crash Bomber, with Haste ($1)
- Crash Bomber kills Insurance Agent, pings your Tech 2
- Skeleton kills Onimaru, you draw, Garth gains 2 levels
- Midband Garth ($0)
- Hooded Executioner destroys your Tech 2, your base takes 2
- Garth and Imp destroy your Tech 1, your base takes 2
- Discard 2, draw 4
- Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Drakk Ramhorn lvl 6 (3/4)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
Graveyard: 3 (Crash Bomber) - Units/Heroes:
Thieving Imp (2/1)
Hooded Executioner (3/3)
Garth Torken lvl 4 (2/3) - Base: 15
- Other:
Economy:
- Workers: 9
- Gold: 0
- Hand: 4
- Deck: 4
- Discard: 4
Hand
Crashbarrow, Captured Bugblatter, Shoddy Glider, Sacrifice the Weak
Discard
Bloodlust, Pirate-Gang Commander
Think
Wow, that’s not good. Luckily, I can double tech break, which really slows them down. Now, they can double tech break me, which would be annoying, but Drakk will allow me to continue to bust through. Alternatively they can hit my base twice, but I will easily destroy them with tech 2 if they are foolish enough to do that. No, my tech 2 will not live here. The question is, will they kill drakk, or my tech 1? I think drakk is more likely to die, and I will need cards.
Wow, what a redraw… mostly a dead hand. Why did I tech in all these useless tech 2s?
Drakk ist just brutal… He probably just brings his own kind of justice to the table
XCAFS24 round 5 P1T7
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Insurance Agent (2/2)
Helpful Turtle (1/2)
Scribe (1/3)
Tenderfoot (1/1)
WORKERS
Fruit Ninja (2/2)
Wither
Older Brother (2/2)
Spark
Timely Messenger (1/1)
Brick Thief (2/1)
NextHand
Granfalloon Flagbearer (2/2)
Insurance Agent (2/2)
Injunction
Nimble Fencer (2/3)
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
midband River - ($5)
a juggernaut kills drakk, my base to 14, River to maxband, you draw
second juggernaut breaks tech 2
HH - ($3)
turtle & tenderfoot with discount each - ($2)
rebuild tech 1
Float ($2)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader: River (3/4, lvl5)
Elite:
Scavenger: Tenderfoot (1/2)
Technician: Helpful Turtle (1/2)
Lookout:
In Play:
- Justice Juggernaut (5/4)+
- Justice Juggernaut (5/7)+
Buildings:
Base HP: 14
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 2
- Workers: 10
Thoughts
again no injunction, boooh! double kidnapping might really be an issue in two turns… but nothing I can do about that.
Really should have workered the injunction instead of the thief, it might get this close…
Turn 7
Hand: Crashbarrow, Captured Bugblatter, Shoddy Glider, Sacrifice the Weak, Hooded Executioner
Workers: Summon Skeletons, Jandra, the Negator, Skeletal Archery, Poisonblade Rogue, Shoddy Glider
Techs
Turn 2: Crash Bomber, Hooded Executioner
Turn 3: Shoddy Glider, Crash Bomber
Turn 4: Captured Bugblatter, Crashbarrow
Turn 5: Kidnapping, Hooded Executioner
Turn 6: Bloodlust, Pirate-Gang Commander
Turn 7: Death Rites, Kidnapping
- Technician draw
- Tech 2 cards
- Get paid (+$9, $9)
- Rebuild Tech 2 ($9)
- Hire a worker ($8)
- Summon Sirus Quince ($6)
- Imp and Exeuctioner kill River, Quince midbands
- Summon Thieving Imp from Graveyard, you discard ($3)
- Garth kills Tenderfoot, you gain 1 gold
- Summon Hooded Executioner ($1)
- Discard 3, draw 3, reshuffle, draw 2
- Patrol:
Squad Leader: Thieving Imp (2/2+A
Elite:
Scavenger: Hooded Executioner (3/3)
Technician: Sirus Quince lvl 3 (1/4)
Lookout: Mirror Illusion (0/1)
- Buildings:
Tech 1: 5
Tech 2: 5
Heroes’ Hall: 4
Graveyard: 3 (Crash Bomber, Hooded Executioner) - Units/Heroes:
Garth Torken lvl 4 (2/2) - Base: 13
- Other:
Economy:
- Workers: 10
- Gold: 1
- Hand: 5
- Deck: 6
- Discard: 0
Hand
Kidnapping, Crash Bomber, Pestering Haunt, Deteriorate, Bloodlust
Discard
Think
As expected, drakk will not stay alive. If quince stays alive… I can maybe end the game instantly? Probably not. But at least I can do some serious damage to something. That was more defence than I expected, I’ll admit. Just pare down and prepare to swing back. Kidnapping guaranteed in my next hand, and I drew bloodlust… I still have a chance!
Next turn will certainly contain maxband onimaru, so I need to get through that. Therefore, executioner will be instrumental in dealing damage, and I can sac garth if quince isn’t dead (but he should be).
XCAFS24 round 5 P1T8
P1 [Finesse]/Peace/Law vs. P2 [Necromancy]/Blood/Truth
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Injunction
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
Insurance Agent (2/2)
WORKERS
Fruit Ninja (2/2)
Wither
Older Brother (2/2)
Spark
Timely Messenger (1/1)
Brick Thief (2/1)
NextHand
Bloom
Injunction
Nimble Fencer (2/1)
Discard
Tenderfoot (1/2)
Nimble Fencer (2/3)
Injunction
Insurance Agent (2/2)
Tech 0 card(s)
discard #4, scavenger gold, heal 1 - ($1)
Get Paid + float - ($13)
Bigby - ($11)
injunction your tech 1 - ($8)
healthy juggernaut breaks tech 2
Oni - ($6)
other juggernaut kills imp
flagbearer - ($3)
Oni to level 3 - ($1)
rebuild tech 2
turtle kills mirror
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
Squad Leader: Oni (2/3, lvl3)
Elite:
Scavenger:
Technician: Bigby (2/3, lvl1)
Lookout:
In Play:
- Justice Juggernaut (5/3)+
- Justice Juggernaut (5/7)+
- Helpful Turtle (1/2)
- Granfalloon Flagbearer (2/2)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Law)
Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 3
- Disc: 4
Gold:
- Gold: 1
- Workers: 10
Thoughts
first I was unhappy about fencer discard, then I realized that flagbearer+injunction gives me a hard lock
I find it… very strange… that you still have a flagbearer.
I have to concede here. You countered my entire hand, and there is absolutely nothing I can do. How frustrating that you pulled the answers at the precise moment to counter me, and the imp didn’t hit either of them.
Nice game!
Well, honestly I also would have preferred if I had drawn one of my two injunctions the turn before, even the flagbearer a turn before would have been nice
About not workering flagbearer - well if you play a juggernaut strategy against an explosive deck with drakk it would be very… Interesting…
But when I thought about this strategy I never would have dreamed that I would be able to pull off double juggernaut and both with runes this early. This lack of proper defensive units in black starter really hurts.